I know the balancer at bungie did a lot of testing before changing blink the way he did, but even now, you're better off using any movement perk besides blink if you want to get ahead of the competition.
I looked at and recorded every single update to specifically blink and shotguns to look at, statistically, how much they've changed compared to year one. However, when I went ahead and tested the effects of blink on more weapons, I found a slightly alarming inconsistency.
You are completely vulnerable while in the air after you blink unless you use your super. The time you are vulnerable changes per weapon and ability you use, but you are vulnerable nonetheless. You are better using any movement mode besides blink, since the time it takes to use your weapon after you do so is much quicker than it is for blink.
In a first-person shooter game, where timing is everything, blink puts you at a serious disadvantage.
Average Post-Blink Wait Time (Seconds):
Primaries: 1.272
Sidearms (QuickDraw): 1.266
Sidearms (No QuickDraw): 1.344
Fusion Rifles (QuickDraw): 1.32
Fusion Rifles (No QuickDraw): 1.46
Snipers(QuickDraw): 1.280
Snipers (No QuickDraw): 1.526
Shotguns (QuickDraw): 1.300
Shotguns (No QuickDraw): 1.380
Rocket Launchers (QuickDraw): 1.272
Rocket Launchers (No QuickDraw): 1.290
Machine Guns: 1.442
Swords: 1.800
Grenade Throw Animation: 1.282
Melee Animation: 1.116
Super Animation: 0.300
Update References:
For blink:
2.0.0
Blink movement ability activation delay increased by 0.07 seconds (0.26 seconds to 0.33 seconds)
Blink movement ability visuals now changed to better telegraphing direction: clearer activation FX and trail FX
2.3.0
Blink: now incurs a -1 recovery penalty
2.5.0.2
“Blink now disables your Radar and HUD for a short time after activation”
2.6.0
“Recovery reduction was removed from the Blink Talent Grid Nodes and the time the player was left HUDless has been lowered.”
For Shotguns:
1.0.1
Improved Shotgun damage falloff networking.
Reduced base Damage per bullet range by [2% to 5%], modified by weapon stat
Reduced base Shotgun range by [1% to 7%], modified by weapon stat
1.0.2.2
Decreased base damage at maximum range (falloff) by 20%
Shot Package Perk now has a slightly wider cone of fire
1.0.3
Clown Cartridge: Replaced Clown Cartridge perk with other perks in shotgun upgrade trees
1.1.1
Increased damage against all non-Guardian combatants by 2x (100% increase)
Reduced high-end range values
Damage falloff starts sooner
Reduced starting ammunition in PVP
2.0.0
Reduce Shot Package Accuracy buff by 30%
Rangefinder adds a 5% base Range increase on ADS (was 20%)
Reduce Precision Damage multiplier on Shotguns by 10%
Reduce damage against AI combatants by 10%
2.0.1
“Shot Package” perks have been removed and replaced on Shotguns with a non-range-boosting perk
2.1.0
Reduced damage falloff to start at melee lunge ranges
Low range falloff starts at standard melee lunge
High range falloff starts at Blink Strike lunge
Final damage falloff extends 0.5 meters longer for a smoother drop
Slower ready/put away time for all shotguns
Additional recoil on weapon fire for all Stability values
Slower reload speed for all Reload stat values
Slower time to Aim Down Sights speed for all shotguns
Slower movement speed when shotgun is held. Walk and Aim Down Sights movement is affected. Sprint is unaffected
Add 2 frames delay when firing out of sprint
Increased base damage against AI combatants by roughly 5%
Fixed Kneepad perk on Hakke shotguns
2.2.0
Reduced the total Ammo Inventory for all Shotguns by roughly 5-7 rounds (exact amount depends on a given weapon’s Magazine and Inventory stats)
Increase Special Ammo drop rate in all PVE activities to offset the reduced Inventory for Shotguns and Sniper Rifles
2.4.0
Increased high rate of fire and middle-low rate of fire Shotgun damages by 2%
Reduced spread angle penalty on Shotguns with the perk Full Auto, Invective was not affected
2.5.0.2
Shotguns no longer deal precision damage
Shotguns now have significantly less magnetism when fired from the hip
Shotguns now have significantly less in air accuracy
Shotguns no longer have a movement penalty
Shotguns now deal 20% more damage to combatants
Rangefinder on Shotguns now increases ADS time by 25%
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Sees title, description, some of the video* Good. Keep it that way. Enjoy the grind.